Jump to content

Search the Community

Showing results for tags ' loadout'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

Found 4 results

  1. So, I started a brand new game, (Normal Difficulty with Ironman), queued up some new base construction, then proceeded to modify each class loadout to suit my style, and applied it across the board. A UFO popped up within the first game day, and I shot it down. When I went to land at the crash site, all the 'nauts were sporting their original default loadout, complete with flares in the quickslot. I may have heard of similar bugs, but not in this particular circumstance. (Sorry if this is a known issue).
  2. I remember in the Original X-Com you could not only load up your soldiers with the gear they'd typically need on a mission but you could also leave some gear as backup on the drop ship. This was a really cool feature as it would allow you to adjust your tactics mid-route. Say you loaded a bunch of explosive rounds and Gatling guns on a terror mission- you could always grab those extra rifles on the Drop-Ship floor right before the mission started. This of course also assumes that Xenonaughts gives you a load-out screen right before the mission starts. The gameplay also benefited from this in several other ways. One of these ways was if a solider ran out of ammo he could always fall back to the drop ship to rearm. One of my favorite experiences of this was when you first ran into the mutons (or in the case of Xenonaughts, alien vehicles!) and had to send several soliders back to the ship mid mission for extra hand grenades and rocket launchers.
  3. I can guess the answer but I thought I'd ask anyway. Is it possible to have more than 8 xenonauts in ground combat? The reason I ask is that in X-Com I always load up the drop ships with as much as they can carry (14 at the start) and I never used vehicles since for me 4 extra troopers were always more effective than a single tank. The vehicles in Xenonauts do appear to be better than in X-Com but there may still be occasions where I would want to load up and 'nauts instead.
  4. Equipping soldiers for their various roles in my army used to be quite the chore in XCOM-Apocalypse. That was the most boring and time-consuming single task. Like in Xeno, soldiers would (kind of) remember the equipment between missions but they did not automatically replace the consumeables like grenades. Luckily this is done automatically in Xeno because the FAQ says that we "won't have to re-equip them every mission". That implies that there is already a system to save the soldier's equipment as a template. Otherwise the game wouldn't know with which items the soldier went into the last mission. There oviously is also a system to equip a soldier based on that template. So... this could be improved with a tiny bit of interface. On the soldier inventory screen there would be a button for "Save Equipment Profile". When pressed, it prompts for an icon to attach to this loadout and possibly a name. It stores all currently equipped items into this profile. All assigned loadouts would be displayed as icons on the equipment screen. Pressing one icon instantly equips the soldier to match the new assignment. If this cannot be completed (items missing) some error beep is played. Right-Clicking the icon pops up a menu to delete / update this profile. Equipping 5 soldiers for a mission would go like... cursor left / right to switch through the soldiers, one click each to equip for the desired role. No clicking / scrolling through equipment lists. Just you... grenadier, you... sniper. As a useful feature for tac battles, the loadout icon could be displayed in a corner of the unit portrait, designating the currently assigned role of that soldier. If that icon were also visible on the sortable soldier list I saw in the video, the player would have an overview over every soldier's role / equipment without having to check them all personally. And if the icon is listed there, a right click on it would pop up a list of available loadouts so one could equip soldiers directly from the soldier list without even having to enter the inventory screen. A similiar system could be used for interceptors but since I don't know what flyer equipment there will be, I can hardly guess how useful it would be to re-equip them for specific missions.
×
×
  • Create New...